Going Medieval cover
Going Medieval screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Indie

Going Medieval

Experimental Branch Patch (0.28.43)

[p]Greetings, players! The newest patch (0.28.43) is now live on all platforms on the experimental branch and the demo version of the game. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p]


Quality of Life Improvements

  • [p]Twitch mystery gift is now a news that will turn into a pop up window if selected.[/p][p][/p]

Bugs and fixes

  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that prevented stockpiles from being placed in certain spots.[/p]
  • [p]Fixed the issue where starting a new game would sometimes show a region instead of a map on a Location selection screen.[/p]
  • [p]Fixed the issue where Unforgettable events achievements would get unlocked regardless of the quality of the event.[/p]
  • [p]Fixed the issue that sometimes caused settlers to run around too much during their build issue order.[/p]
  • [p]Fixed the issue where damaged items would return to 100% after being on a caravan.[/p]
  • [p]Fixed the issue where structure pile related blueprints wouldn’t disappear when the original Pile was destroyed or was sold/traded/gifted/sent via Caravans.[/p]
  • [p]Fixed the issue where room type achievement was not unlocking when building the room, but only unlocking when loading a save with the room already built. [/p]
  • [p]Fixed minor text issues.[/p]
[p][/p]

Known issues:

  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Twitch integration is here!

[p]Greetings, medievalists![/p][p][/p][p]Back when we launched in Early Access, we noticed a lot of interest in Going Medieval on Twitch. That moment was definitely special and played a big part in helping the game reach a wider audience.
[/p][p]We wanted to return the favor. Twitch integration was always something we thought would be a fun addition, and one of our team members finally found the time to work on it and come up with some cool interactions, uses, and rewards tied to it.[/p][p][/p][p]If you are a content creator or know someone who is, check this folder for everything you need to know about how Twitch Integration and Twitch Drops work.[/p][p][/p][p]Twitch Integration and Drops instructions[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/b1db31dc47fc51157c67c14b46b1910e2010e82e.png"][/p][p]In short, you can make your Twitch streams a bit more dynamic with chat commands, and viewers can earn neat cosmetic rewards by watching the game for a certain amount of time. It’s a win-win for everyone.[/p][p][/p][p]And to spark even more curiosity for the 1.0 version of the game, here is a video of our team member playing it and talking about all the new stuff. You might hear a secret or two:[/p][p][/p][p]Just a few more days! Be sure to…[/p][p][/p][p]Stay Medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Experimental Branch Patch (0.28.41)

[p]Greetings, players! The newest patch (0.28.41) is now live on all platforms on the experimental branch and the demo version of the game. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p]


Quality of Life Improvements

  • [p]Added a new cursor to the game.[/p]
  • [p]The forage step in the tutorial now requires more shrubs to be selected and more to be on the stockpile.[/p]
  • [p]Sling throw has a new animation.[/p]
  • [p]Updated animal & settler names with the names that were submitted by our Discord moderators and key helpers.[/p]
  • [p]Discord moderators and key helpers are added into credits.[/p]
  • [p]Added custom heraldries made by Discord moderators and key helpers as default heraldry options.[/p]
[p][/p]

Bugs and fixes

  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that triggered heavy lag when cancelling large amounts of dig markers via cancel button in selection UI (multiple seconds freezes).[/p]
  • [p]Fixed the issue that allowed wild aggressive animals to be tamable through the Overview window.[/p]
  • [p]Fixed the issue that prevented the appearance of certain building variants, despite having necessary resources/unlocked research.[/p]
  • [p]Fix settlers trapping themselves in dead ends with stairs[/p]
  • [p]Fixed the issue that prevented structure piles from being recognized as resources when saving and loading the session.[/p]
  • [p]Fixed the issue where the "Remove" process would not resume after saving and loading/resuming the session.[/p]
  • [p]Fixed the issue where the battle balance scale would appear on top of everything.[/p]
  • [p]Fixed the issue where injured humans would slide when exiting the water.[/p]
  • [p]Fixed the issue where the sergeant-at-arms would play lute sometimes. God forbid that a person has hobbies.[/p]
  • [p]Fixed the issue where walls would sometimes offset randomly after their build animation was finished. [/p]
  • [p]Fixed the issue where selecting a trade deal would not accurately represent what you selected.[/p]
  • [p]Fixed the issue that prevented enemy carcass and human carcass from appearing on lists of productions.[/p]
  • [p]Fixed minor UI issues.[/p]
[p][/p]

Known issues:

  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.28.39)

[p]Greetings, players! The newest patch (0.28.39) is now live on all platforms on the experimental branch and the demo version of the game. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p]


Quality of Life Improvements

  • [p]Visual explosion effect has been added for trebuchet impact with flammable oil and greek fire oil.[/p]
  • [p]Some construction / deconstruction / mining improvements. Settlers now wait less time when choosing what to do next.[/p]
  • [p]Turning V-sync on will now turn the framerate cap option off.[/p]
  • [p]Night is a bit darker.[/p]
  • [p]Heavy rain nights are a bit darker.[/p]
  • [p]Snow days are a bit brighter.[/p]
  • [p]New grass visuals have been implemented into the Main Menu.[/p]
[p][/p]

Bugs and fixes

  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where socketable buildings would end up being hard to select and place sometimes.[/p]
  • [p]Fixed the issue where placing large amounts of building on cropfields/stockpiles would cause mini-freezes/stutters.[/p]
  • [p]Fixed the issue that made wicker roof variants visually glitch in some cases.[/p]
  • [p]Fixed the issue where grass wouldn’t be properly displayed in heatmap overlay mode.[/p]
  • [p]Fixed the issue where when a multi selection is made on your settlers, settlers avatar highlights were updated with delay.[/p]
  • [p]Fixed the issue where the enemy's construction AI wouldn’t properly work in some cases.[/p]
  • [p]Fixed the issue where heraldry wrapping pattern didn’t behave as intended.[/p]
  • [p]Fixed the issue that teleported settlers/animals underground in some cases.[/p]
  • [p]Fixed the issue where a message “wound needs tending” would appear on wild animals.[/p]
  • [p]Fixed the issue where settlers would prioritize sleep if they had nothing to do and were set to “anything” in their work schedule.[/p]
  • [p]Fixed the issue where Gobbler perk wasn’t in a conflict with Austere and Ascetic perks.[/p]
  • [p]Fixed the issue that prevented snow melting from some roofs in certain situations.[/p]
  • [p]Fixed the issue that prevented snow from appearing on top of roofs if they were demolished and then rebuilt.[/p]
  • [p]Fixed the issue where items would float in the air around merchant stalls if that building is rotated during placement. For real this time.[/p]
  • [p]Fixed the issue that caused settlers to get trapped underground when deconstructing ladders inside holes.[/p]
  • [p]Fixed the issue where the Wooden beam structure had a plus sign in the building menu even if no other variant has been unlocked.[/p]
  • [p]Fixed the issue where some resources would miss icons upon hovering on them.[/p]
  • [p]Fixed the issue that prevented socketable buildings from being built above slopes.[/p]
  • [p]Fixed the issue where Honey Crispels weren’t giving enough points for the Feast event.[/p]
  • [p]Fixed the issue where map type description wouldn’t update if you clicked on world map markers (from region) when starting a new game.[/p]
  • [p]Fixed the issue where if the settler was drafted, their pet with the battle turned on would end up stuck on hauling tasks.[/p]
  • [p]Fixed the issue where animals/humans would end up being on fire in certain situations.[/p]
  • [p]Fixed various text issues.[/p]
  • [p]Fixed some minor UI bugs.[/p]
[p][/p]

Known issues:

  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Launch Date Update

[p]Greetings, medievalists![/p][p][/p][p]We originally planned to release on March 12th. However, as the date approached, it became clear that it was shaping up to be a very crowded week for city builders and colony sims.[/p][p][/p][p]Rather than asking players to split their time between exciting launches on the same day, we decided to move our release slightly.[/p][p][/p]

Going Medieval will now launch on March 17th.

[p][/p][p]It’s only a few days later, but in today’s market, visibility really matters. Almost every week brings multiple great-looking games, and we want to give Going Medieval the space it deserves - both for our long-time supporters and for new players discovering it for the first time.[/p][p][/p][p]March 17th feels like a better moment for us to step into the spotlight. We hope you understand the decision, and we truly appreciate your patience.[/p][p][/p][p]In the meantime, tell your friends, rally your settlers, share your creations, stream the game, and most importantly - have fun.[/p][p][/p][p]Thank you for being part of this journey. And while you wait, don't forget to...[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/41964634cc1c2f9ab2edf2645668bb32b50bf1e8.png"][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Experimental Branch Patch (0.28.39)

[p]Greetings, players! The newest patch (0.28.39) is now live on all platforms on the experimental branch and the demo version of the game. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p]


Quality of Life Improvements

  • [p]Missing audio has been added for everything except for the Player Triggered Event.[/p]
  • [p]Merchants should have a bit variety in their inventory now.[/p]
  • [p]Siege weapon projectile trails are visible for a longer time.[/p]
  • [p]Added better character preview for skin color, head type, hair type, hair color and facial hair type.[/p]
  • [p]You can prioritize sowing on cropfields via right click now.[/p]
[p][/p]

Bugs and fixes

  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed more cases where cellar flood events would flood the whole map. If you have an issue with a flood, write to us on our Discord or via support @ foxyvoxel . io[/p]
  • [p]Fixed the issue that would copy body settings to other graves upon selecting two graves where one had all bodies enabled and the other one had none.[/p]
  • [p]Fixed the issue where a blueprint would remain in the air if you destroyed a wall that contained that blueprint building on top of it.[/p]
  • [p]Fixed the issue where if you build a terrace above the room and use a fence for it, the game would detect it as a room.[/p]
  • [p]Fixed the issue that caused incorrect day formatting in-game (now it’s again d/h/m).[/p]
  • [p]Fixed the issue where resource copies would spawn when canceling, destroying or deconstructing buildings.[/p]
  • [p]Fixed the issue that prevented you from roping sleeping animals via right click.[/p]
  • [p]Fixed the issue where a negotiator wouldn’t leave the map after accepting the bribe.[/p]
  • [p]Fixed the issue where your settlers would attempt to work on enemy crops on secondary maps.[/p]
  • [p]Fixed the issue where the human carcass would not get stripped of its equipment when being processed on a pyre or a butcher table.[/p]
  • [p]Fixed the issue where buildings would not be fully shown after using the "Go To Layers" button.[/p]
  • [p]Fixed the issue where some meals would clip a bit through the ground.[/p]
  • [p]Fixed the issue that prevented water from evaporating from positions where its flow was blocked.[/p]
  • [p]Fixed the issue where the silver mirror was missing from the Almanac.[/p]
  • [p]Fixed the issue where an object/item icon would not appear while hovering over that object/item.[/p]
  • [p]Fixed the issue where marsh grass effect was not visible on secondary marsh maps.[/p]
  • [p]Fixed the issue where the main options panel would still be visible in the background and its buttons clickable when opening audio options.[/p]
  • [p]Fixed the issue where incorrect bed placement in the tutorial would prevent research table placement.[/p]
  • [p]Fixed the issue where settlers would continue burying enemy/settler corpses after the grave filter is changed mid-action.[/p]
  • [p]Fixed the issue that prevented Pseudonyms from updating correctly when using advanced character customization.[/p]
  • [p]Fixed the issue that made merchants spawn in unreachable spots.[/p]
  • [p]Fixed the issue where settlers would enter a loop when trying to deconstruct a building that has a sleeping/fainted creature on it.[/p]
  • [p]Fixed the issue where the Main Menu screen looked messed up on Large and Large UI sizes.[/p]
  • [p]Fixed the issue where some room overlays wouldn’t be properly detected.[/p]
  • [p]Fixed the issue where settlers would not refuel torches if there was no floor/ground beneath them. Oh yeah. Finally![/p]
  • [p]Fixed the issue where the Reset button for Starting conditions in the game's options would not restore default Starting Conditions on older save files.[/p]
  • [p]Fixed the issue where map type warning would not refresh upon scenario change.[/p]
  • [p]Fixed the issue that made buildings invisible in some cases.[/p]
  • [p]Fixed the issue where settlers/animals would magically fall through the ground in some scenarios. Please let us know if it starts appearing again.[/p]
  • [p]Fixed the issue where a mining hover would appear on walls in some situations.[/p]
  • [p]Fixed several text issues.[/p]
  • [p]Fixed minor combat animations.[/p]
  • [p]Implemented minor Twitch UI corrections.[/p]
[p][/p]

Known issues:

  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Release Date Announcement

[p]Greetings, medievalists![/p][p][/p][p]We are finally here, we’re so close! You might have seen the latest IGN Fan Fest trailer, but in case you didn’t, here is a standalone version of the trailer:[/p][p]That’s right: Going Medieval has a 1.0 launch date! We are so excited to share that it’s launching on March 12th 2026! After 16 major updates, numerous patches, 75 Medieval Monday Talks and over 1 million wishlists we feel that Going Medieval is in a great spot. Version 1.0 will bring a proper endgame, wonderful improvements, new content, and a lot of achievements - but more on that in the official blog with the release.[/p][p][/p][p]Have you been waiting for 1.0 to try the game? We have a fresh demo that adequately portrays the first few hours of Going Medieval experience. While you’ll be able to experience core mechanics, the demo itself will play until the end of spring. Try the game and let us know what you think - it’s always interesting when a fresh pair of eyes plays the game:[/p][p] [/p][p][dynamiclink href="https://store.steampowered.com/app/1435830/Going_Medieval_Demo/"][/p][p]Reaching 1.0 is a huge milestone for the game, but it does not mark the end of development for Going Medieval. On the contrary - we have so many things we want to do, quality-of-life improvements we want to implement, and even some features you’ve been very vocal about. We’ll talk more about those in the coming months.[/p][p][/p][p]And yes, we have a little gift for everyone who supported us during Early Access and picked up the game during this time. Once version 1.0 goes live, you’ll unlock the ability to build a Fox statue. Does it do anything useful? Not at all. Is it majestic? Also debatable. But it is a shiny thank-you from us to you - a symbol of appreciation showing you were here from the early days. Thank you for believing in us![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/db7ac9b724274468f27838442dd051277c927983.png"][TAG-40][/p][p]If you have a favorite content creator, let them know about the game’s release date. Are they on Twitch? Great news! We’re also incorporating Twitch integration into the game, with cool player-audience interactions, nifty options, and sweet Twitch Drop rewards for watching people play Going Medieval.. We’ll share all the necessary information when the time is right. Until then,[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Experimental Branch Patch (0.28.33)

[p]Greetings, players! The newest patch (0.28.33) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p]

Bugs and fixes

  • [p]Fixed the issue where some blueprints would turn invisible when the camera is zoomed out.[/p]
  • [p]Fixed the issue where prioritizing construction via right click would make settlers to just bring resources and not construct.[/p]
  • [p]Fixed the issue where animal task icons (tame, train etc.) would remain visible even after that task is completed or canceled.[/p]
  • [p]Fixed the issue where settlers would sometimes refuse to prioritize deconstruction.[/p]
  • [p]Fixed the issue where new settlers that would join your settlement wouldn’t have the first name.[/p]
  • [p]Fixed the issue that sometimes made fainted settlers fall through the bed.[/p]
  • [p]Fixed the issue where diagonally positioned walls (image below) would not prevent the basement flooding event from occurring.[/p]
[p][img src="https://clan.akamai.steamstatic.com/images/34559289/f68c5e3f8c393a6c031c56b876d0ba35f7daffc7.png"][img src="https://clan.akamai.steamstatic.com/images/34559289/f68c5e3f8c393a6c031c56b876d0ba35f7daffc7.png"][/p][p][/p]

Known issues:

  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.28.32)

[p]Greetings, players! The newest patch (0.28.32) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p]

Twitch Integration

[p]Twitch integration was always something that sounded pretty cool in our heads. We finally managed to find time to work on it and thought of some cool moments, usage and rewards tied to it.
[/p][p]For this to work, you'll have to connect with your Twitch account (via Options > Twitch) and invite friends to participate in your gameplay. All features are toggleable and you can decide which one suits you best. Default settings are for small streamers,  up to 20 people watching. With more viewers, try increasing cooldowns.[/p][p][/p][p]The commands viewers are able to type in the chat:[/p]
  • [p]!appear, will spawn a random small animal of random type with a name of a twitch user, has global cooldown of ~30 seconds[/p]
  • [p]!gift, items dropped on the edge of the map by “mysterious individual” with a name of a twitch user, gift value scales with total settlement worth, has global cooldown of ~10 min[/p]
  • [p]!name, will add you to a pool of names, each living creature gets assigned a name from the list[/p]
  • [p]!strike, spawns a random lightning strike on the map, has a global cooldown of ~5 min[/p]
[p]This is still work in progress and we’ll update you once more things are introduced.[/p][p][/p]

Quality of life improvements

  • [p]Autorotated buildings can only be rotated in 180 increments if they're between 2 buildings which forced autorotation (ie door between walls).[/p]
  • [p]An unforgettable feast as an event result is now possible.[/p]
  • [p]More time has been given for you to set up sieging.[/p]
  • [p]The tutorial map scene received minor adjustments.[/p]
  • [p]The upper part of the corner variant of a merlon has been enlarged.[/p]
  • [p]The tutorial step now has markers for additional merlon placement.[/p]
  • [p]All apparel has yearly override now.[/p]
  • [p]Some light optimization is introduced. This caused options, keybinds, etc. to reset. Please double check.[/p]
[p][/p]

Bugs and fixes

  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where in some cases a prisoner merchant would leave the map without taking prisoner with them.[/p]
  • [p]Fixed the issue where sometimes edge fences would not be visible upon their construction.[/p]
  • [p]Fixed the issue where you’d get duplicated socketable objects if you place a socketable object blueprint on a wall blueprint and the settler starts to build a wall and you cancel that wall’s construction.[/p]
  • [p]Fixed the issue that prevented room detection from working if you dug a hole in that room.[/p]
  • [p]Fixed the issue that prevented triggering animation for settlers climbing ladders .[/p]
  • [p]Potential fix for the issue where object variants would not be properly loaded in some cases.[/p]
  • [p]Fixed the issue where in some cases archers were able to shoot through closed gates.[/p]
  • [p]Fixed the issue where the season sunrise/sunet and angle values were wrong in the Lone Wolf scenario.[/p]
  • [p]Fixed the issue where a large black square cloud could sometimes be seen on Region Map.[/p]
  • [p]Fixed the issue where settlers would mine/ignore selected soil voxel, if that voxel was positioned on the 16th layer (the top one).[/p]
  • [p]Fixed the issue where portcullis didn’t deal damage upon its closing.[/p]
  • [p]Fixed the issue where graves would flicker a bit during their construction phase.[/p]
  • [p]Fixed the issue where the white force-equip outline would remain on the empty slot in the Manage panel when a settler would drop a force equipped item.[/p]
  • [p]Fixed the issue where during the caravan formation if some settlers leave the map (but not all) and you save and load the session, the game would remove those settlers that left the map out of the game, never to return.[/p]
  • [p]Fixed the issue that allowed you to give orders to banished settlers via right click.[/p]
  • [p]Fixed the issue that allowed you to interact with banished settlers via selection panel buttons.[/p]
  • [p]Fixed the issue where the most impressive room calculation wasn’t properly detected.[/p]
  • [p]Fixed the issue where settlers, if drafted, would start gliding when moving out of the water.[/p]
  • [p]Fixed the issue that prevented portcullis animation to work as intended.[/p]
  • [p]Fixed the issue where a room detection popup would appear each time you expanded a room via digging.[/p]
  • [p]Fixed the issue where cellar flood events would flood the whole map in some cases. If you have an issue with a flood, write to us on our Discord or via support @ foxyvoxel . io[/p]
  • [p]Fixed the issue where partially building the roof at step 9. in the tutorial would prevent you from making further progress.[/p]
  • [p]Fixed the issue that allowed you to open and use the Stockpile menu causing a softlock in Step 11. in the tutorial.[/p]
  • [p]Fixed the issue that prevented animals from reacting to being hunted by settlers.[/p]
  • [p]Fixed the issue where domestic animals would never leave pens made out of blueprint fences.[/p]
  • [p]Fixed the issue where a socketable building preview wouldn’t always rotate automatically when it should have. [/p]
  • [p]Fixed the issue that prevented date/time tooltip from showing.[/p]
  • [p]Fixed the issue where wild animals would break blueprints of fences.[/p]
  • [p]Fixed the issue where large structures, if they were rotated, would emit destruction particles at a wrong angle during the deconstruction process.[/p]
  • [p]Fixed the issue that caused merlon blueprints to be placed in a wrong way in some cases.[/p]
  • [p]Various text key fixes and improvements, applied to Localization, too.[/p][p][/p]

Known issues:

  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.28.30)

[p]Greetings, players! The newest patch (0.28.30) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p]

Bugs and fixes

  • [p]Fixed the issue where slope pathfinding on new games was broken.[/p][p][/p]

Known issues:

  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]